need advice on a good trap for a Beholder's lair

Damn, Wicht beat me to the punch (and much more thoroughly) for my Mirrors idea. Nonetheless, I would also say you could opt for panes of thick glass-like substances that the characters might have to break or work around, but don't inhibit the eye rays.

Can't remember off the top of my head, but I think in 5e they statted up a fungus that imitates a beholder and explodes in toxic spores when damaged, and especially for new players it is really the go-to "gotcha", especially if placed in an area where they might think they're beholder spawn or some such.

Another idea is to have traps that are latent and/or harder to detect until the beholder acts on them. A column might seem stable, and is, until the beholder uses its disintegrate ray on it to trigger the trap.

Another devious trick is to exploit the admittedly quite abuse-ready central eye feature, the anti-magic zone. The potential here is endless, but one easy idea is to use it to selectively suppress ongoing magical effects in the environment. An example would be a room of the lair with reversed gravity, the beholder can use his central eye to quickly toss the players about and disorient them.

Lastly, remember that the legendary actions of the beholder allow it to snipe with eye-rays at the end of opponent's turns, so if they try and soldier through the hazards/traps you can try and crowd control them as punishment. Even if you only do it once, chances are the rest of the group will play it safer, which buys the beholder more time.
 

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Another thing you could do, is have the Beholder build his lair above the lair of other dangerous creatures.

Imagine a treacherous path carved out by the beholder, where one gentle push will send the players falling down right into the nest of a bunch of giant spiders. All the Beholder has to do, is disintegrate part of the path, or use his telekinesis to push the players off the path. And if they use a fly-spell, his anti-magic cone will quickly put an end to that.
 

Can't remember off the top of my head, but I think in 5e they statted up a fungus that imitates a beholder and explodes in toxic spores when damaged, and especially for new players it is really the go-to "gotcha", especially if placed in an area where they might think they're beholder spawn or some such.

The Gas Spore has been around for quite a while and is something of a classical monster. It was first in the 1977 Monster Manual for AD&D. It was also stated up for 2nd edition, 3rd (via Tome of Horrors I believe, but also in Lords of Madness), and Pathfinder (again in Tome of Horrors Complete).
 

The Gas Spore has been around for quite a while and is something of a classical monster. It was first in the 1977 Monster Manual for AD&D. It was also stated up for 2nd edition, 3rd (via Tome of Horrors I believe, but also in Lords of Madness), and Pathfinder (again in Tome of Horrors Complete).

right, I meant specifically that I wasn't sure if it had been converted, not when it was actually introduced.
 

Thanks for all the help. I implemented a lot of your guys ideas, and a total of 3 out of 6 players died today. I need some further helpn in rationalizeing or spinning a good excuse for the bholder to take a floating eye that was found along the way as payment for the lives of the characters who didnt die.

I made a new post to keep things fresh.

Thanks inadvance.
 

oops, did not see page two.


Be sure to read the MM on a Beholder's Lair.

Now, gas traps and contact poisons. As beholders can fly, they don't have to worry too much on trip wires and pressure plates, the players may have to be concerned about such things. Used with some of the lair actions, this can cause concern with characters. Add to this something like a low thick ground fog (standard evil setting) makes movement very difficult.
 


I implemented a lot of your guys ideas, and a total of 3 out of 6 players died today.

Way to lay on the guilt.

:blush:

Actually, out of curiousity, which ideas proved the most lethal. I have a morbid professional curiousity in knowing how characters manage to get themselves killed.
 
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Way to lay on the guilt.

:blush:

Actually, out of curiosity, which ideas proved the most lethal. I have a morbid professional curiosity in knowing how characters manage to get themselves killed.

Well the beholder did most of the work himself, but i had used the spiders idea (except i had scorpions crawling around instead). It was a cave, so i also used the gas spore idea, so yeah.

But dont feel too bad. I had a party of four level 8 characters and two level 7 characters. That kind of mob is dangerous, but they didnt work together really well either, and so: the monk got thrown into a 100 ft pit via telekinesis, a paladin got disintegrated, another paladin died from a death ray, an eldritch knight left frightened, and the cleric also was disintegrated. The only player who was spared was the rogue who stood waaaaaay back to make sure he was in the mix!

It was a fun battle, and the beholder expected them to show up wanting revenge from their first encounter.
 

I don't feel too guilty, truth be told.

Though at level 8 maximum, a CR 13 is going to be a very rough encounter, even if there are two level 7 mooks rounding out the party. I am not completely familiar with the vagaries of 5e CRs, but I know in 3e/Pathfinder I would, for that mix of levels, think a CR 12 would be an extremely hard fight. CR 13 would just be asking for dead PCs. While the numbers of actions somewhat mitigates it, the math on the saving throws, AC, etc are also somewhat important. Just something to keep in mind.
 

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